Ok, so I’ve noticed a trend lately. Many people are making threads dedicated to building a team to suit their own needs. This is causing much clutter and confusion throughout the UMvC3 forums, so I’ve decided that we will have ONE thread dedicated to all team building questions and concerns.

In other words.** ALL TEAM BUILDING TALK GOES IN THIS THREAD. DO NOT MAKE MORE THREADS PERTAINING TO TEAM BUILDING.**

Rules of this thread:

All team building discussion, talk, debating, questions, answers, so on and so forth go here.

Stay on topic.

Trolling and flame baiting in this thread will not be tolerated.

All other normal SRK rules apply.

I will be monitoring this thread daily, and I won’t hesitate to hand out infractions to those that deserve them. THIS IS EVERYONES ONLY WARNING.

Other than that, feel free to post away guys!! Have fun and keep it clean!

K neat, I’m thinking of running spiderman, dorm, ryu (tatsu). The thought behind this team is to build around dorm. Spiderman is a good battery character and has very good DHC synergy with dorm. The rationale behind ryu is that it can serve as a defensive option with tatsu’s high priority and can lock the opponent into mixups, with both characters. What do you guys think? Is there a better candidate for ryu’s spot (someone suggested akuma for example)? What about spiderman? Thanks in advance.

I would love to have some critique on my main team I’ve been running since Ultimate dropped:

CapAm (Shield Slash) / Nova (Nova Strike) / Senty (Drones *charge)

With Cap on point it’s easy to continue combo’s w/ Nova assist, not so much w/ Sent. I feel Cap and Sent have always been good buddies using Shield w/ Sent assist which works well for me mid-screen. Set-ups and mix-ups on wake-up w/ drones lock down from above their head or in the corner in conjunction w/ cartwheel and Shield. Sent assist seems better w/ Nova in, using Nova’s airdashing, flying, Energy Javelin and H Pulse, but scoring combo’s w/ Cap and Sent assist is easier. With Cap, I can dhc into Nova’s projectile invulnerable hyper in case Hyper C-Star won’t reach and it’s easy to dhc mid-combo into Nova considering Nova’s Orb has a great hitbox or into Hyper Rocket Punch for the safety, or even into Hyper Blaster if Nova has red health for that extra damage. I play Cap with a lot of range in mid-screen; it’s easy to score combo’s off of Shield and assists there. Charging Star through players jumping/airdashing in.

With Nova I use Energy Javelin and H Pulse a good deal, or if I’m forced closer I stay high while using both assists…mostly Cap. Cap’s assist makes Nova’s relaunch combos easier with slightly more damage. While the opponent is ducking Sent drones, Nova can come in with a cr.m into fly mix-ups or throw an Energy Javelin and then approach while they’re still dealing w/ drones. I haven’t had issues w/ his red health as I usually score a good use out of it w/ L or H Pulse (the fact that Nova can drop 2 H Pulses w/ red health is nice). Call drones, put up a Pulse shield, throw Javelin, call Cap assist, throw Javelin, and when you score a hit with one of those you can start your combo; you can (mostly) safely hard-tag after a H Pulse is deployed.

Sentinel is anchor mostly for what everyone would expect: XF lvl 3, but also assist. If he’s in before the other 2 perish, his combo’s can be easily extended by both other assists. Opinions lately on Sent’s drones haven’t been very good, but with a decent range game it definitely has it’s uses. If the opponent blocks the first hit on Shield Slash, Sent should be able to grab/cmd grab before the return hit if spaced right. Still, most people fear Sent XF3. Cap and Nova don’t lend a lot to Sent’s range game but assist quite nicely mid-close range. THC w/ this team is fairly rewarding.

Im debating on who i should have team with who. I have a few teams with all the characters i want to use. I plan on narrowing it down a bit when im comfortable. But for now im trying to see what teams will work.
Im currently using:

If I didn’t like my team so much, I would totally go for this team. I love Cap and Sent together - I might switch Nova around, I dunno. I think it’s a good team, just my .02.

I run Ammy(Cold Star)/Doctor Doom(Missiles)/Taskmaster(Horizontal Arrows).

I fucking love how dumb Doctor Doom can be with either of those assists. Amaterasu with Missiles can be really hard for a lot of the cast to get away from them, and allows me space for glaive setups and reflector pressure, or both since I can keep them in blockstun for a billion years with the paper and missiles. Unfortunately, the team is kind of a one-hit wonder for me right now as my Doom needs to get better without assists and my Taskmaster is grade-A scrub forward:h: business. I have to step up my Doom and Tasky, but I won’t be able to for another couple of weeks (still just playin this game at a friend’s house for practice).

Thinking of running a MvC2 nostalgia team with Storm/Sentinel/AAA or Sentinel/Zoner/Assist.

Pros:
Potentially High Damage Characters
Good Zoning with level 3+ Frank and Doctor Strange
Decent mix-up potential with Strange/Frank
High Damage through hulk combos.
Easy DHC from throws (Vishanti -> Anything)
A character for each portion of the screen (close, mid,far)

Cons:
Slow attack characters
No formidable anchor
No characters with aerial dominance
I see trouble if Strange is knocked out early, without him you don’t have much of a chance at getting in at the opponent or zoning them out.

General Strategy:

You have Frank on point, this is a no-no. Frank is a much better middle man and he doesn’t become a viable point character until level 3 (19 hits). I suggest you swap Strange and Frank. I also suggest you learn a high hitting Strange Combo and then TAC to Frank for an easy level up.

Now Strange is good on point but he needs a good anti-air assist, I would use Hulk’s AA Gamma Charge to help him in that endeavor.
Frank would work well with Bolts to cover his slide, Hulk would work well Frank’s cart assist so he can get in.

Now with your team of Strange/Frank/Hulk, this should be your strategy. Use Strange as faux keep away character to frustrate the opponent at the beginning of the match, After awhile turn on the aggresive play and teleport in when it’s safe (Daggers M should cover you pretty well) and perform a 19+ hit combo.Immediately TAC to Frank. Snap a photo with Frank and immediately play keepaway with Item Toss… We need to build meter for the rest of the battle.

If the opponent can outzone Frank then we have to go on the offensive, Fortunately Frank’s Cart Hyper pummels through projectiles. Use this if need be. Once were in with Frank and score a clean hit. Finish the opponent’s character if possible (using one meter max). If not we need to TAC to hulk, gain some meter in the process and let the big boy finish them up.

Now the strategy revolves around earning and saving meter for Frank. Why? Frank has an invincible hyper at Level 3+ (Survival Tools). With level 3 X-Factor we can punish opponents simply for making a move. So save power for the final fight if possible.

Pros:
Potentially High Damage Characters
Good Zoning with level 3+ Frank and Doctor Strange
Decent mix-up potential with Strange/Frank
High Damage through hulk combos.
Easy DHC from throws (Vishanti -> Anything)
A character for each portion of the screen (close, mid,far)

Cons:
Slow attack characters
No formidable anchor
No characters with aerial dominance
I see trouble if Strange is knocked out early, without him you don’t have much of a chance at getting in at the opponent or zoning them out.

General Strategy:

You have Frank on point, this is a no-no. Frank is a much better middle man and he doesn’t become a viable point character until level 3 (19 hits). I suggest you swap Strange and Frank. I also suggest you learn a high hitting Strange Combo and then TAC to Frank for an easy level up.

Now Strange is good on point but he needs a good anti-air assist, I would use Hulk’s AA Gamma Charge to help him in that endeavor.
Frank would work well with Bolts to cover his slide, Hulk would work well Frank’s cart assist so he can get in.

Now with your team of Strange/Frank/Hulk, this should be your strategy. Use Strange as faux keep away character to frustrate the opponent at the beginning of the match, After awhile turn on the aggresive play and teleport in when it’s safe (Daggers M should cover you pretty well) and perform a 19+ hit combo.Immediately TAC to Frank. Snap a photo with Frank and immediately play keepaway with Item Toss… We need to build meter for the rest of the battle.

If the opponent can outzone Frank then we have to go on the offensive, Fortunately Frank’s Cart Hyper pummels through projectiles. Use this if need be. Once were in with Frank and score a clean hit. Finish the opponent’s character if possible (using one meter max). If not we need to TAC to hulk, gain some meter in the process and let the big boy finish them up.

Now the strategy revolves around earning and saving meter for Frank. Why? Frank has an invincible hyper at Level 3+ (Survival Tools). With level 3 X-Factor we can punish opponents simply for making a move. So save power for the final fight if possible.

Hey guys,
I am new to the fighting game community but I have been playing many fighting games in the past starting with dead or alive, to tekken tag, to soul caliber 2. It is something I enjoyed for quite some time but I digress. I want to get into the marvel scene. And I have been reading a lot of “tier” and “character loyalty”. I feel that I play better when I pick characters that I actually want to play. Therefore the team I am interested in making is spiderman, vergil, and ghost rider. I was thinking of spiderman on point, vergil as user, and ghost rider as anchor to counter phoenix players with his ridiculous long range and the fact that he can just random super his whip that covers half the map. The only problem I see with this team (other than the fact that my characters have no health, which I like cause it forces me to learn to block and find openings rather than spamming) is no stable otg. Yes I am aware that spiderman and vergil have an otg but they are not very good, in my opinion that is. I also don’t see very much DHC potential. If there is something I noticed from a majority of teams and good players is their main mission is to get you with 1 hit and then kill that character. I can’t see doing that with this team. Tell me if you guys do, please I want all sugguestions: Is this team viable? do you feel that there would be enough synergy with each other? Remember guys don’t just throw “no cause its not top tier or no in general.” I need logic to understand, reasoning. Thank you guys and I can’t wait to get my feet wet in a month or two competitively. =p

Hey guys,
I am new to the fighting game community but I have been playing many fighting games in the past starting with dead or alive, to tekken tag, to soul caliber 2. It is something I enjoyed for quite some time but I digress. I want to get into the marvel scene. And I have been reading a lot of “tier” and “character loyalty”. I feel that I play better when I pick characters that I actually want to play. Therefore the team I am interested in making is spiderman, vergil, and ghost rider. I was thinking of spiderman on point, vergil as user, and ghost rider as anchor to counter phoenix players with his ridiculous long range and the fact that he can just random super his whip that covers half the map. The only problem I see with this team (other than the fact that my characters have no health, which I like cause it forces me to learn to block and find openings rather than spamming) is no stable otg. Yes I am aware that spiderman and vergil have an otg but they are not very good, in my opinion that is. I also don’t see very much DHC potential. If there is something I noticed from a majority of teams and good players is their main mission is to get you with 1 hit and then kill that character. I can’t see doing that with this team. Tell me if you guys do, please I want all sugguestions: Is this team viable? do you feel that there would be enough synergy with each other? Remember guys don’t just throw “no cause its not top tier or no in general.” I need logic to understand, reasoning. Thank you guys and I can’t wait to get my feet wet in a month or two competitively. =p

MysticRay’s Mahvelbytes

Hmm lets take a gander at your set-up

Pros:
2 mobile/ agile characters, 1 pesudo-zoner
High mix-up potential with Parker and Virgil
High damage through extended Virgil Combos, Ghost Rider bnbs
Solid anchor of Virgil.
Spiderman is a very tricky fighter to deal with and not many people know his match-up.

Cons:
Team lacks a good projectile assist, Virgil and Spidey may have trouble getting safely in on the opponent.
Spidey is an execution based character who will need alot of lab time to become effective. It takes work to learn his meterless 400k combos
Lacks a pure zoner, Ghost Rider will be beaten out by strong zoners in your opponent’s line-up.
Team has little room for error, Spidey and Virgil will be destroyed on a couple of slip-ups.

Comments:
The team has good potential to be solid, but you lack a solid projectile assist that can cover your “rushdown” characters.
DHC Synergy is possible but you’ll have to time your inputs correctly.

Suggested Strategy.

Your lineup should be Ghost Rider/Spidey/Virgil

Your first goal is to overwhelm the opponent with Ghost Rider’s “zoning” (in addition to taking out characters as necessary).
The second goal is to snap in our opponent’s anchor with Spidey and finish them off. Also spidey must evade the x-factor duration of the opponent.
Your final goal is to save meter and x-factor for virgil for the end

Why are we snapping in with Spidey?
Spidey is a great character to do snap-backs with because of his very fast attacks. If spidey can eliminiate our opponent’s anchor then we basically guarantee that Virgil will be able to powerfully decimate when the timer gets low. also a nifty little trick is ultimate web throw on recently snapped in opponent.

Why are we evading our opponent’s x-factor with Spidey?
He’s extremely mobile and can dodge nearly anything if played right.

So heres the plan, at the start of the match we’ll pester the opponent with ghost rider and make the opponent think that “this” is the backbone of the team. Keep ghost rider out and cause as much damage as possible until he gets to low health, then switch to the spider. Spidey has the job of not causing huge damage but snapping in and at least “roughing up” our opponent’s anchor. When this task is complete, bring back in ghost rider if necessary or continue butt-whopping with Spiderman. But be warned, our opponent will probably be using X-factor soon so we must keep spidey alive. When X-factor is activated we simply runaway with spiderman until it’s finished.

Now comes our fatal blow, Virgil.

Equip X-factor, Devil Trigger, and go to town. Use teleports, simply get in and end the fight. You can’t run from an X-factor Virgil.

Pros:
2 mobile/ agile characters, 1 pesudo-zoner
High mix-up potential with Parker and Virgil
High damage through extended Virgil Combos, Ghost Rider bnbs
Solid anchor of Virgil.
Spiderman is a very tricky fighter to deal with and not many people know his match-up.

Cons:
Team lacks a good projectile assist, Virgil and Spidey may have trouble getting safely in on the opponent.
Spidey is an execution based character who will need alot of lab time to become effective. It takes work to learn his meterless 400k combos
Lacks a pure zoner, Ghost Rider will be beaten out by strong zoners in your opponent’s line-up.
Team has little room for error, Spidey and Virgil will be destroyed on a couple of slip-ups.

Comments:
The team has good potential to be solid, but you lack a solid projectile assist that can cover your “rushdown” characters.
DHC Synergy is possible but you’ll have to time your inputs correctly.

Suggested Strategy.

Your lineup should be Ghost Rider/Spidey/Virgil

Your first goal is to overwhelm the opponent with Ghost Rider’s “zoning” (in addition to taking out characters as necessary).
The second goal is to snap in our opponent’s anchor with Spidey and finish them off. Also spidey must evade the x-factor duration of the opponent.
Your final goal is to save meter and x-factor for virgil for the end

Why are we snapping in with Spidey?
Spidey is a great character to do snap-backs with because of his very fast attacks. If spidey can eliminiate our opponent’s anchor then we basically guarantee that Virgil will be able to powerfully decimate when the timer gets low. also a nifty little trick is ultimate web throw on recently snapped in opponent.

Why are we evading our opponent’s x-factor with Spidey?
He’s extremely mobile and can dodge nearly anything if played right.

So heres the plan, at the start of the match we’ll pester the opponent with ghost rider and make the opponent think that “this” is the backbone of the team. Keep ghost rider out and cause as much damage as possible until he gets to low health, then switch to the spider. Spidey has the job of not causing huge damage but snapping in and at least “roughing up” our opponent’s anchor. When this task is complete, bring back in ghost rider if necessary or continue butt-whopping with Spiderman. But be warned, our opponent will probably be using X-factor soon so we must keep spidey alive. When X-factor is activated we simply runaway with spiderman until it’s finished.

Now comes our fatal blow, Virgil.

Equip X-factor, Devil Trigger, and go to town. Use teleports, simply get in and end the fight. You can’t run from an X-factor Virgil.

I know someones going to get on my ass just for using this team , (Vergil,Hulk,Wesker)
I know the c.LMH j.MHS (Samurai shot) (Vergils special).
Just looking for more setups or critique on my team because thats the only real combo i know. lmao

Trying to decide between Sentinel and Hawkeye. They both have assists that benefit Frank and Cap. Sentinel is obviously easier to use and does more damage, but I feel like I get blown up more when I use him. Any thoughts?

Trying to decide between Sentinel and Hawkeye. They both have assists that benefit Frank and Cap. Sentinel is obviously easier to use and does more damage, but I feel like I get blown up more when I use him. Any thoughts?

I would say it comes down to Sentinel Drones being a better assist vs Hawkeye being a better point character. However, since its in your 3rd slot anchor Sentinel is pretty good with X factor. Hawkeye is an alright anchor if you have meter to chuck gimlets (QCF hyper) for chip (but then if they have XFC to negate the chip then you are out of luck). Pretty much if Sentinel touches you in level 3 you are dead… whether it be an low, high, aerial hit, throw, air throw, or command grab.

I would actually argue Hawkeye is the easier character to learn in the 3rd slot because although Sentinels combos are easy opening people up with him isn’t the easiest.

I would say go with Sentinel ATM but you should mess around with both to see what you personally like better. Characters in MvC3 are pretty basic so its pretty easy to learn a handful of them. You get ambigous left/rights with Cap and Frank (level 2 or above for his roll) with either drones or arrows assists so both will work well… drones give you a little bigger window to set them up though and are much better for locking people down.

With the amount of team-building advice I’ve given out in the past I find myself surprised to be posting this, but I’m having a hell of a time finding an anchor that suits my style.

I’m set on Zero-a/Doom-b for sure now. I’ve been running Strange but he’s very limited against anyone who knows how to fight him (but blows up people who don’t for free).

-Sentinel is really good for this duo because drones are just that good, but Sentinel left on his own has problems (then again he only ever needs to touch you once).

-Vergil is an option but it would make more sense to run him second for the Zero/Vergil DHC brokenness, and I don’t really like Doom as an anchor.

-I’ve started playing around with Phoenix because I can build ludicrous amounts of meter with Zero/Doom, and it allows me to go for the fancy assist-extended combos without worrying about dropping them before the super (I wouldn’t super anyway so I only lose a bit of damage).

-I’m considering Dormammu (as I think he is top 5 in the game now) but have almost no experience playing him and his assists are a little too centralized for my taste.

-I’ve considered Strider as an alternative to Phoenix since it’s not quite as much of a meter commitment, but the fact that his vajra assist can whiff entirely on mobile characters (and is incredibly vulnerable) really turns me off from him.

-Chrisis planted this idea in my head that Firebrand is amazing so I thought about using him (I have no qualms with tier-whoring) but I don’t know if his assists are enough to cover my approaches with Zero and Doom.

-Wesker is always a solid anchor, and opens up unblockables and easy (easier anyway) combos from air-throws for Zero. Of course his assist does nothing to get me in so I’d be relying on Doom’s missiles which isn’t necessarily a bad thing but if I can’t call Doom mid-combo then I lose a lot of combo damage for Zero, and Wesker’s assist does nothing for Zero’s combos.

-Hawkeye has an amazing assist and is a really good anchor (I’ve seen it in action from a couple great players too much to let anyone convince me otherwise). He’s a bit lacking in the mobility and style department that I love though. Also there’s the issue that one of the regulars in our group of players has Hawkeye on his main team - it’s not a big issue but variety is always beneficial to the group.

-Other characters I’ve pondered briefly: Morrigan, Viper, Deadpool, Magneto, Nova, Taskmaster, Rocket Raccoon. Each of them have their own merits but also lack one thing or another in regards to team synergy or anchor potential. It’s important that the character matches my style too (needs to be mobile and have the potential to do stylish combos basically).

What do you want the most out of the last character and what areas do they need to cover? Do you want to increase your ground dominance more, have some greater air coverage or what? Your 2 starting points are really good and have a lot of variety in what they could do. I personally would opt for a character with a strong lock down assist since both of them have such scary mix up with one. Amaterasu with Cold star stands out the most to me as something that both your characters would love, paired with someone who when/if Zero dies pairs really well with Doom for DHCing back and forth.